Dralnu
2017-04-01, 11:21 PM
There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.
Way of the Jedi (https://drive.google.com/file/d/0B1pdYIcfHauwenpLdUF0N1BLblU/view)
You follow a monastic tradition that teaches you to use the mystical energies of the Force. With a lightsaber in hand and command of the ever-present and limitless potential of the Force, you are a force to be reckoned with in both might and magic.
Disciple of the Force
When you choose this tradition at 3rd level, you begin your path of enlightenment in the Force. You learn two disciplines of your choice, which are detailed under “Force Disciplines” below. You learn one additional discipline at 6th, 11th, and 17th levels.
Unlocking Greater Power. As your knowledge and mastery of the Force increases, you unlock greater powers within your chosen disciplines. For each discipline you learn, you automatically gain access to every ability that you meet the monk level requirement for. For example, when you choose the Force Persuasion discipline, you automatically gain access to Affect Mind, Mind Trick at 6th level, Force Illusion at 11th level, and Dominate Mind at 17th level.
Casting Force Spells. Some force disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. When you cast a spell with a discipline, it is cast at the spell’s lowest level unless otherwise specified.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of a force discipline spell that you cast, provided that the spell has an enhanced effect at a higher level. The spell’s level increases by 1 for each additional ki point you spend.
The maximum number of ki points (its base ki point cost plus any additional points) that you can spend on the spell is 2, unless a discipline specifies otherwise. This maximum increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.
Lightsaber
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a lightsaber. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, during which the weapon breaks apart into thousands of tiny floating shards that reconfigure themselves into a lightsaber hilt. If the lightsaber was made from a weapon with magical properties, those properties persist.
The lightsaber is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. It is considered a monk weapon and can be used with any monk ability that requires an unarmed strike or free hand, such as Flurry of Blows and Deflect Missiles.
The weapon is comprised of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. The blade’s damage is radiant, and its damage die is a d6. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.
You can have up to two lightsabers created this way. If you attempt to create a third lightsaber, you must break your attunement with one of the other two lightsabers, which reverts the transformation back into the weapon it was previously.
Force Disciplines
The force disciplines are presented in alphabetical order.
Augment Body. You apply your knowledge of the force to enhance your body, letting you strike harder, improve your sight and hearing, and move quicker.
Force Jump. Your jump distance is doubled.
Enhance Ability (6th level). You can spend 2 ki points to cast Enhance Ability.
Force Speed (11th level). You can spend 3 ki points to cast Haste.
Move with the Force (17th level). You can spend 4 ki points to cast Freedom of Movement.
Dark side. You draw power from raw emotions such as anger, hatred, greed, jealousy, and fear. You can then unleash these powers to crush your foes.
Pure Malice. You gain proficiency in the Intimidation skill.
Force Choke (6th level). You can spend 2 ki points to cast Hold Person.
Force Lightning (11th level). Everything I come up with sucks for the Monk. Ideas?
Force Drain (17th level). Your melee weapon attacks deal an additional 1d4 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt.
Dueling. You hone your martial skills to become even more deadly with your lightsaber and other melee weapons. Your advanced training lets you effortlessly switch between martial strikes and force powers.
Saber Throw. Your lightsaber has the Thrown property (20/60) for attacks granted by your Flurry of Blows. The lightsaber flies back to your hand immediately after your attack.
Window of Opportunity (6th level). If a creature attacks you and miss or subjects you to a Dexterity saving throw and you succeed on it, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Bladeweave (11th level). When you use your action to cast a spell or use a force discipline, you can make one melee attack as a bonus action, or you can use your Flurry of Blows.
Insightful Strike (17th level). When you hit a creature with a weapon attack, the next force discipline you use before the end of your next turn has its ki cost reduced by 1. You cannot reduce the ki cost of an force discipline by more than 1 with this feature.
Light Side. You draw power from positive emotions such as compassion, honesty, and calmness. Your powers can be used for protection, healing, and to inspire.
Animal Friendship. You gain proficiency in Animal Handling.
Lesser Restoration (6th level). You can spend 2 ki poinst to cast Lesser Restoration.
Force Valor (11th level). You can spend 3 ki points to cast Crusader’s Mantle.
Ask the Ascended (17th level). You can spend 5 ki points to cast Commune, asking the Force or the ghost of a specific jedi ancestor that has become one with the Force.
Force Persuasion. You learn to influence the thoughts of sentient creatures with the Force, from planting subtle suggestions to complete domination of their minds.
Affect Mind. You gain proficiency in the Persuasion skill.
Mind Trick (6th level). You can spend 2 ki points to cast Suggestion.
Force Illusion (11th level). You can spend 3 ki points to cast Major Image.
Dominate Mind (17th level). You can spend 4 ki points to cast Dominate Beast and 5 ki points to cast Dominate Person.
Force Sense. The Force binds all living things together. You’ve learned to recognize these bonds and how they interact, allowing you to connect with creatures on a higher level.
Telepathy. You can cast message at will.
Read Emotions (6th level). As an action, you concentrate on the aura of one creature you see. While concentrating, you learn its basic emotional state and have advantage on Wisdom (Insight) and Charisma checks you make against it.
Object Reading (11th level). If you hold an object and concentrate on it for 10 minutes, you learn a few basic facts about it. You fain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours.
You also learn of any events that have occured within 20 feet of the ojbect within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Locate Creature (17th level). You can spend 4 ki points to cast Locate Creature.
Future Sight. You can use the Force to reach through time and space, getting glimpses of possible future events and impending danger.
Danger Sense. You have advantage on Initiative checks.
Alertness (6th level). Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Precognition (11th level). You gain brief glimpses of insight as to where the next strike will hit you, and can use this knowledge to avoid it. When you are hit by an attack, you may spend 1 ki as a reaction to impose disadvantage on that attack roll, possibly causing it to miss.
Always Ready (17th level). You can’t be surprised while you are conscious.
Telekinesis. You can manipulate the physical world with the force, creating and/or controlling physical impulses and forces such as pressure, friction, kinetic energy, and even gravity.
Move Object. You can cast Mage Hand at will as a bonus action.
Force Push (6th level). As a bonus action, choose one creature you can see within 30 feet of you. The target must make a Strength saving throw. On a failed save, you push the creature up to 10 feet away from you and knock it prone. You may target additional creatures that are within 15 feet of the first target by spending 1 ki point for each additional creature.
Force Lift (11th level). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the ki points spent on this ability, as shown below.
As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
Ki Spent Maximum Weight Bludgeoning Damage
1 25 lbs. 2d6
2 50 lbs. 4d6
3 250 lbs. 6d6
4 500 lbs. 7d6
5 1,000 lbs. 8d6
Master Gravity (17th level). You can spend 5 ki points to cast Telekinesis.
I originally made a Way of the Jedi monk subclass as a 1/3 spellcaster that parallels what the Eldritch Knight is to Fighter and what the Arcane Trickster is to Rogue. This time I'm going for something very different: a subclass that chooses from a list of disciplines, and those disciplines unlock new abilities at each milestone. The disciplines are a mix of spells learned and other iconic jedi abilities. The design goal is for the subclass as a whole to be at the same power level as Way of the Open Hand and Way of Shadow subclasses.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.
Way of the Jedi (https://drive.google.com/file/d/0B1pdYIcfHauwenpLdUF0N1BLblU/view)
You follow a monastic tradition that teaches you to use the mystical energies of the Force. With a lightsaber in hand and command of the ever-present and limitless potential of the Force, you are a force to be reckoned with in both might and magic.
Disciple of the Force
When you choose this tradition at 3rd level, you begin your path of enlightenment in the Force. You learn two disciplines of your choice, which are detailed under “Force Disciplines” below. You learn one additional discipline at 6th, 11th, and 17th levels.
Unlocking Greater Power. As your knowledge and mastery of the Force increases, you unlock greater powers within your chosen disciplines. For each discipline you learn, you automatically gain access to every ability that you meet the monk level requirement for. For example, when you choose the Force Persuasion discipline, you automatically gain access to Affect Mind, Mind Trick at 6th level, Force Illusion at 11th level, and Dominate Mind at 17th level.
Casting Force Spells. Some force disciplines allow you to cast spells. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. When you cast a spell with a discipline, it is cast at the spell’s lowest level unless otherwise specified.
Once you reach 5th level in this class, you can spend additional ki points to increase the level of a force discipline spell that you cast, provided that the spell has an enhanced effect at a higher level. The spell’s level increases by 1 for each additional ki point you spend.
The maximum number of ki points (its base ki point cost plus any additional points) that you can spend on the spell is 2, unless a discipline specifies otherwise. This maximum increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.
Lightsaber
At 3rd level, you learn an attunement ritual that transforms a one-handed melee weapon into a lightsaber. You perform the ritual over 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, during which the weapon breaks apart into thousands of tiny floating shards that reconfigure themselves into a lightsaber hilt. If the lightsaber was made from a weapon with magical properties, those properties persist.
The lightsaber is a martial melee weapon with the Finesse and Light properties and sheds dim light in a 15-foot radius. It is considered a monk weapon and can be used with any monk ability that requires an unarmed strike or free hand, such as Flurry of Blows and Deflect Missiles.
The weapon is comprised of a hilt that, while held in your hand, can emit a blade of pure radiant energy without requiring an action. The blade’s damage is radiant, and its damage die is a d6. This die changes as you gain Monk levels, as shown in the Martial Arts column of the Monk table.
You can have up to two lightsabers created this way. If you attempt to create a third lightsaber, you must break your attunement with one of the other two lightsabers, which reverts the transformation back into the weapon it was previously.
Force Disciplines
The force disciplines are presented in alphabetical order.
Augment Body. You apply your knowledge of the force to enhance your body, letting you strike harder, improve your sight and hearing, and move quicker.
Force Jump. Your jump distance is doubled.
Enhance Ability (6th level). You can spend 2 ki points to cast Enhance Ability.
Force Speed (11th level). You can spend 3 ki points to cast Haste.
Move with the Force (17th level). You can spend 4 ki points to cast Freedom of Movement.
Dark side. You draw power from raw emotions such as anger, hatred, greed, jealousy, and fear. You can then unleash these powers to crush your foes.
Pure Malice. You gain proficiency in the Intimidation skill.
Force Choke (6th level). You can spend 2 ki points to cast Hold Person.
Force Lightning (11th level). Everything I come up with sucks for the Monk. Ideas?
Force Drain (17th level). Your melee weapon attacks deal an additional 1d4 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt.
Dueling. You hone your martial skills to become even more deadly with your lightsaber and other melee weapons. Your advanced training lets you effortlessly switch between martial strikes and force powers.
Saber Throw. Your lightsaber has the Thrown property (20/60) for attacks granted by your Flurry of Blows. The lightsaber flies back to your hand immediately after your attack.
Window of Opportunity (6th level). If a creature attacks you and miss or subjects you to a Dexterity saving throw and you succeed on it, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Bladeweave (11th level). When you use your action to cast a spell or use a force discipline, you can make one melee attack as a bonus action, or you can use your Flurry of Blows.
Insightful Strike (17th level). When you hit a creature with a weapon attack, the next force discipline you use before the end of your next turn has its ki cost reduced by 1. You cannot reduce the ki cost of an force discipline by more than 1 with this feature.
Light Side. You draw power from positive emotions such as compassion, honesty, and calmness. Your powers can be used for protection, healing, and to inspire.
Animal Friendship. You gain proficiency in Animal Handling.
Lesser Restoration (6th level). You can spend 2 ki poinst to cast Lesser Restoration.
Force Valor (11th level). You can spend 3 ki points to cast Crusader’s Mantle.
Ask the Ascended (17th level). You can spend 5 ki points to cast Commune, asking the Force or the ghost of a specific jedi ancestor that has become one with the Force.
Force Persuasion. You learn to influence the thoughts of sentient creatures with the Force, from planting subtle suggestions to complete domination of their minds.
Affect Mind. You gain proficiency in the Persuasion skill.
Mind Trick (6th level). You can spend 2 ki points to cast Suggestion.
Force Illusion (11th level). You can spend 3 ki points to cast Major Image.
Dominate Mind (17th level). You can spend 4 ki points to cast Dominate Beast and 5 ki points to cast Dominate Person.
Force Sense. The Force binds all living things together. You’ve learned to recognize these bonds and how they interact, allowing you to connect with creatures on a higher level.
Telepathy. You can cast message at will.
Read Emotions (6th level). As an action, you concentrate on the aura of one creature you see. While concentrating, you learn its basic emotional state and have advantage on Wisdom (Insight) and Charisma checks you make against it.
Object Reading (11th level). If you hold an object and concentrate on it for 10 minutes, you learn a few basic facts about it. You fain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours.
You also learn of any events that have occured within 20 feet of the ojbect within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Locate Creature (17th level). You can spend 4 ki points to cast Locate Creature.
Future Sight. You can use the Force to reach through time and space, getting glimpses of possible future events and impending danger.
Danger Sense. You have advantage on Initiative checks.
Alertness (6th level). Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Precognition (11th level). You gain brief glimpses of insight as to where the next strike will hit you, and can use this knowledge to avoid it. When you are hit by an attack, you may spend 1 ki as a reaction to impose disadvantage on that attack roll, possibly causing it to miss.
Always Ready (17th level). You can’t be surprised while you are conscious.
Telekinesis. You can manipulate the physical world with the force, creating and/or controlling physical impulses and forces such as pressure, friction, kinetic energy, and even gravity.
Move Object. You can cast Mage Hand at will as a bonus action.
Force Push (6th level). As a bonus action, choose one creature you can see within 30 feet of you. The target must make a Strength saving throw. On a failed save, you push the creature up to 10 feet away from you and knock it prone. You may target additional creatures that are within 15 feet of the first target by spending 1 ki point for each additional creature.
Force Lift (11th level). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the ki points spent on this ability, as shown below.
As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
Ki Spent Maximum Weight Bludgeoning Damage
1 25 lbs. 2d6
2 50 lbs. 4d6
3 250 lbs. 6d6
4 500 lbs. 7d6
5 1,000 lbs. 8d6
Master Gravity (17th level). You can spend 5 ki points to cast Telekinesis.
I originally made a Way of the Jedi monk subclass as a 1/3 spellcaster that parallels what the Eldritch Knight is to Fighter and what the Arcane Trickster is to Rogue. This time I'm going for something very different: a subclass that chooses from a list of disciplines, and those disciplines unlock new abilities at each milestone. The disciplines are a mix of spells learned and other iconic jedi abilities. The design goal is for the subclass as a whole to be at the same power level as Way of the Open Hand and Way of Shadow subclasses.